Application crashes when everytime asset bundle trying to loaded altough async after windows build.

Hello everyone,
I guess i found a critical bug. But i’m not sure that’s why i want to ask you. My code was working at our old games perfectly, and also working 2 days ago. That’s why i’m guessing it should be a bug.

When i trying to load my assets unity waiting and crashing. I tried my old repositories, and they did it too.
But before 2 days ago, i had not that issue.

And also, i tried some games made with unity from steam. They were also not working. Is that a windows issue, or unity?

I will share my loading code.

  static IEnumerator loadAndInit()
  {
    AssetBundleCreateRequest mainBundleOp = AssetBundle.LoadFromFileAsync(bundlePath + "/" + Game.platformName + "/" + Game.platformName);
    List<AssetBundleCreateRequest> bundleOperations = new List<AssetBundleCreateRequest>();

    yield return new WaitWhile(() => !mainBundleOp.isDone);

    AssetBundleManifest mainBundleManifest = mainBundleOp.assetBundle.LoadAsset<AssetBundleManifest>("assetbundlemanifest");

    foreach(string bundleName in mainBundleManifest.GetAllAssetBundles()) {
      bundleOperations.Add(AssetBundle.LoadFromFileAsync(bundlePath + "/" + Game.platformName + "/" + bundleName));
    }

    yield return new WaitWhile(() => bundleOperations.Any(o => !o.isDone));

    foreach(var op in bundleOperations) {
      assetBundles.Add(op.assetBundle.name, op.assetBundle);
      switch(op.assetBundle.name) {
        case "core/assets" : {
          coreAssets = op.assetBundle;
        } break;
      }
    }

  }

Application freeze at ‘’!mainBundleOp.isDone’’

I don’t know why. Any idea?

Here is a minimal project that reproduces the issue.

8257212–1080846–My project.zip (587 KB)

New
I also encountered the same problem, and it took me 2 days to solve it.
Targets (left menu, mid) > Unity Framework > Build Settings > Other Linker Flags (you can search for it) > double click on value + hit plus on button > add “-ld64” > hit Enter > pray to God and be thankful

Are you using a custom build manager?